Wearable augmented reality (AR) can help the task of a user by adding virtual objects to his view on the real world. To save power in the mobile unit, rendering can be offloaded to the backbone as much as possible. However, because of low latency requirements, images for mobile AR can not be rendered completely in the backbone. We developed a system capable of end-to-end latencies of 10ms, with a seamless fitting dynamic level-of-detail framework extending the VRML and Inventor language, and building on current trends in QoS handling. In this paper we outline the structure and components of our system, and discuss a demo application projecting a statue on the campus.
Twelve patients with primary or locally recurrent squamous carcinoma of the cervix were treated with constant internal iliac artery infusion of cisplatin (CDDP) via a totally implantable chemotherapy pump. Seven previously untreated patients received standard external and interstitial radiotherapy (RT) in conjunction with CDDP infusion. Five patients with isolated pelvic recurrences received CDDP therapy only. The chemotherapy pump was refilled weekly on an outpatient basis. All nine evaluable patients developed unilateral or bilateral lower extremity pain which responded to dosage reduction. No renal or marrow toxicity was seen. Both of the evaluable patients treated for recurrent tumor died 32 and 60 weeks after initiation of treatment. The seven patients treated primarily with RT + CDDP infusion include one who expired with persistent tumor and one with no evidence of disease (NED) after exenteration for a pelvic recurrence at 48 and 85 weeks respectively. The five remaining patients are NED at 12 to 60 weeks. Constant internal iliac artery infusion of CDDP via an implantable chemotherapy pump can be performed with acceptable toxicity. The preliminary results suggest that further study in previously untreated undergoing concurrent radiotherapy is warranted.
An approach for parallel ray tracing is to subdivide the 3D space into rectangular volumes and assign the object descriptions with their related computations in each volume to a different processor. The subdivision process is critical in reducing the interprocessor communication overhead, and maintaining the load balance among processors of a multicomputer. In this paper, after a brief overview of parallel ray tracing, a heuristic is proposed to subdivide the 3D space by converting the problem into a graph partitioning problem. The proposed algorithm tries to minimize the communication cost while maintaining a load balance among processors.In this paper, our concern is to speed up the ray tracing on a multicomputer for complex scenes that require large amounts of memory. Thus, both computations and the P. Brunet et al. (ed.
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